Like most 40K players I have my own ideas about how things "ought" to be. I'm planning a summer campaign with some friends and I'm considering trying to get them to agree to some "House Rules" I think will improve the game. I want to make sure that I'm not inflicting something horribly imbalancing on them, so I'd welcome any comments pointing out problems I might have overlooked in these ideas.
Defensive Tactics (Influenced by Flames of War)
The following are optional tactics you may choose to use. They are designed to give players more ways to acheive game objectives without actually wiping out the other side. Each confers drawbacks as well as advantages.
Going to Ground. Troops may choose to "Go to Ground", at the start OR end of your turn. This represents making themselves as small as possible targets and making sure their most effective armor is towards the enemy.
* If they go to ground at the START of your turn, they count as Pinned during the current turn, even if immune to pinning normally.
* If they go to ground at the END of your turn, they count as Pinned during your NEXT turn.
As with normal pinning, being assaulted negates the effects of going to ground.
Effects of Going to Ground:
Gone to Ground Troops take 1/2 as many wounds from shooting in the opponents turn following the turn they went to ground. This is calculated AFTER armor or cover saves are rolled and seperately for each type of weapon in a firing squad. For odd numbers of wounds, roll a die - on a 4+ the wound is taken, on a 3 or less it is negated.
Example: An imperial guard squad fires 8 lasguns and 1 heavy bolter at a group of Ork 'ardboys who have gone to ground. The lasguns (somehow) inflict 4 wounds, the orks save 2, leaving 2 wounds caused, which is cut in half to 1 wound, against which the orks get their 4+ saves. The Heavy Bolter inflicts 1 wound. On a 4+ it is rounded up, and the orks take an AP 4 wound (no save), otherwise it is negated.
Gone to Ground troops are at a disadvantage if assaulted. They:
* Strike at 1/2 initiative score (rounded down) if assaulted in the open.
* Strike in normal initiative order if assaulted in cover, or at 1/2 initiatve if assaulted with frag or plasma grenades.
Overwatch. Troops using overwatch take careful aim on a spot where they expect the enemy to be in the future, preparing to blast them with everything they have. This tactic is useful when you expect an enemy to break cover at a certain point, or you want to ensure that you get off a round of rapid fire before you are assaulted.
A unit that does not move may, instead of shooting, place on Overwatch maker anywhere within line of sight.
They may then shoot during the opponents following turn at an enemy unit that moves at any time within 12" of the marker.
If no enemy moves inside the overwatch zone (even if there were enemy units inside the zone, but they chose to stay stationary), the overwatch unit does not get to fire at another target and its turn is wasted. Therefore this tactic is limited - the enemy can simply avoid your field of fire.
Breaking from Close Combat
Sometimes it is better to flee from an assault then to hold. This is an extremely difficult manuever to execute and freqently fatal. You cannot break from close combat on the turn you are assaulted (or assault the enemy for that matter), but you can break on the following turn after that.
* A unit must declair that it will flee from combat at the start of the close combat phase. The fleeing unit does not take any of its attacks, the enemy unit takes all attacks at initiatve 2 or better. After casualties, the fleeing unit automatically falls back as though it had lost combat and failed its moral check. It must roll off using its initiative value to escape as normal, except that in this case the breaking unit wins ties and gets away.
Suppression Fire
Also known as covering fire, suppression fire involves blasting away with everything you have in attempt to stop an enemy squad that is about to do something very bad. It is less effective than aimed fire ("short controlled bursts" , but it is very impressive, and even fearless troops can be slowed by the sheer wall of lead. It also helps to cover assaulting troops.
* Only units that remained stationary may use Suppressing Fire.
* Declair that you will use suppression fire before rolling to hit with the squad after target priority checks in the shooting phase.
* The number of wounds caused by suppression fire is halved - use the same proceedure as for "gone to ground" above (if targeting a gone to ground unit apply it twice).
* IF the suppression fire WOULD have caused 25% casualties (before halving) the targeted unit takes a pinning test. They will most likely pass this, but they also count as "Suppressed" during the following turn. Even Fearless or mindless troops can be suppressed.
Supressed Units:
* Get no bonus attack for assaulting. If they normally get more than one, they get one less.
* If assaulted, they are penalized as though they had "gone to ground" above.
* When they shoot, they get only 1/2 as many shots with each type of weapon. If they have only 1 shot with weapon of a certain type, roll a die, on a 4+ they get the shot.
* They both move and assualt as if in difficult terrain, but abilities that negate difficult terrain or add extra dice do not help.
* They may not march move (see below).
*Ordinance and barrage weapons may not use supression fire.
* Multiple units may combine to use suppression fire, but this must be declaired before any unit fires. If not, each one calculates weither or not it causes suppression seperately.
Immune: Independant characters without units, Monstrous creatures, vehicles, and units with a majority 2+ armor save cannot be suppressed.
Suppression Weapons.
Heavy Weapons with multiple shots (at least heavy 2 or better) and assault weapons with at least 3 shots (assault 3 - but remember that they must remain stationary) count as "suppression weapons". Each such weapon is considered to have caused an extra wound for purposes of seeing if a unit is suppressed only. Thus 3 heavy bolters that score 2 wounds would count as scoring 5 wounds for purposes of supression.
Crossfire.
Crossfire is defined as being shot at by 2 units at least 24 inches apart, one of which is outside its deployment zone. The fire of one of these units (chosen by the player who is being shot at - AFTER a crossfire is declaired) automatically counts as suppression fire, though its wounds caused are not halved.
March Moving.
Units which do not shoot may choose to move 9" in the movement phase (infantry) or 18" (vehicles - fast vehicles may not march). If they do this they may not assault this turn (includes passagers, who also may not shoot) and the enemy is allowed to reroll misses when shooting at them in the following turn.